Deluge is a good one. I don't think its worth going into green since in this format there's more than enough white fogs. Pollen Lullaby is pretty awesome too.

Having Leyline of Sanctity in the sideboard seems pretty important too, since there's no Misstep to protect your hand from discard.

I have an unnatural love for Timely Reinforcements, but I think it would be good in this deck. The tokens blocking, and the gain 6 is like two fogs from one card.

Maybe you could even maindeck the Leylines. The only way Zoo can win is to get in a few early hits and then burn you out, which is quite possible. And Jund without Blightning seems like a good matchup. Mono red is pretty dead to the card on its own, and I've seen a lot of decks splashing black for discard now. And there are things like Thirst for Knowledge to help you replace useless or redundant Leylines.

Deluge is a good one. I don't think its worth going into green since in this format there's more than enough white fogs. Pollen Lullaby is pretty awesome too.

Having Leyline of Sanctity in the sideboard seems pretty important too, since there's no Misstep to protect your hand from discard.

I have an unnatural love for Timely Reinforcements, but I think it would be good in this deck. The tokens blocking, and the gain 6 is like two fogs from one card.

Maybe you could even maindeck the Leylines. The only way Zoo can win is to get in a few early hits and then burn you out, which is quite possible. And Jund without Blightning seems like a good matchup. Mono red is pretty dead to the card on its own, and I've seen a lot of decks splashing black for discard now. And there are things like Thirst for Knowledge to help you replace useless or redundant Leylines.

I agree with all of this. I too love timely reinforcements. I'm realty not sure on the best way to win. I could go for the mill, use original tez and artifacts?

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I have noticed a dramatic lack of decklists on this particular thread and as a current Modern player developing Turbofog, I felt that it was only right for me to post my list for you all to look at in order to have a baseline from which to work from - especially since all I've seen thus far are simply judgment calls and deliberations.

This current incarnation that I'm working with feels a bit like I'm stuck between Legacy Landstill elements (Crucible + Ghost Quarter + Sun Titan package) and the UW Turbofog lists from old Extended, which maxed out on life-gain and white Fogs while being supplemented with a faster mill clock in Archive Trap and the transformation into Baneslayer Angels post-board.

I'm not entirely sure which direction is the most appropriate but given the current inability of old Extended Turbofog lists to deal with something like 12-Post (either the UW or Mono-Green variety) simply discarding their Emrakuls and Ulamogs or running too few counterspells to beat Dragonstorm, I'm a bit more inclined towards the more attrition-focused Landstill approach.

In regards to the current sideboard, it's a mess but there are some elements which bear mentioning:

A) Trinket Mage + Relic of Progenitus: Provides the deck with a way to interact with a successfully milled/discarded legendary Eldrazi (or Progenitus, which is far less of an issue). Just pop the Relic in response to Emrakul hitting the bin and *poof* away he goes. The correct number here really depends on the number of legendary Eldrazi 12-Post lists are running; I've seen as few as 1 and as many as 6.

B) Leyline of Sanctity: Pretty self-explanatory and widely applicable - bring 'em in against any sort of deck with hand disruption or designed to win with direct damage (i.e. Hulk Combo, Storm, Pyromancer, Burn, ect.). I like 2 right now but depending on the popularity of Dragonstorm, the number may increase.

C) Meddling Mage: An extremely versatile answer, provided it survives. Stick one against Dragonstorm and that's essentially game since you can just Ghost Quarter them to death since they don't run enough basics to ever cast a Hellkite. Not sure if there should be 2 or not but hey, this is why we discuss.

D) Venser, the Sojourner + Stonehorn Dignitary: Easily the "cutest" thing that I'm attempting and not entirely sure if it's even worth the two slots but boy is it fun to soft-lock an aggro deck out of the game. The 4 toughness on the Dignitary is a big deal, since a deck like Zoo will have to waste at least 2 burn spells on it since they will ideally have boarded out their Path to Exiles after seeing no creatures except perhaps the lone Sun Titan preboard.

Let me know what you guys think, I'm interested to hear what you all have to say.

I have noticed a dramatic lack of decklists on this particular thread and as a current Modern player developing Turbofog, I felt that it was only right for me to post my list for you all to look at in order to have a baseline from which to work from - especially since all I've seen thus far are simply judgment calls and deliberations.

This current incarnation that I'm working with feels a bit like I'm stuck between Legacy Landstill elements (Crucible + Ghost Quarter + Sun Titan package) and the UW Turbofog lists from old Extended, which maxed out on life-gain and white Fogs while being supplemented with a faster mill clock in Archive Trap and the transformation into Baneslayer Angels post-board.

I'm not entirely sure which direction is the most appropriate but given the current inability of old Extended Turbofog lists to deal with something like 12-Post (either the UW or Mono-Green variety) simply discarding their Emrakuls and Ulamogs or running too few counterspells to beat Dragonstorm, I'm a bit more inclined towards the more attrition-focused Landstill approach.

In regards to the current sideboard, it's a mess but there are some elements which bear mentioning:

A) Trinket Mage + Relic of Progenitus: Provides the deck with a way to interact with a successfully milled/discarded legendary Eldrazi (or Progenitus, which is far less of an issue). Just pop the Relic in response to Emrakul hitting the bin and *poof* away he goes. The correct number here really depends on the number of legendary Eldrazi 12-Post lists are running; I've seen as few as 1 and as many as 6.

B) Leyline of Sanctity: Pretty self-explanatory and widely applicable - bring 'em in against any sort of deck with hand disruption or designed to win with direct damage (i.e. Hulk Combo, Storm, Pyromancer, Burn, ect.). I like 2 right now but depending on the popularity of Dragonstorm, the number may increase.

C) Meddling Mage: An extremely versatile answer, provided it survives. Stick one against Dragonstorm and that's essentially game since you can just Ghost Quarter them to death since they don't run enough basics to ever cast a Hellkite. Not sure if there should be 2 or not but hey, this is why we discuss.

D) Venser, the Sojourner + Stonehorn Dignitary: Easily the "cutest" thing that I'm attempting and not entirely sure if it's even worth the two slots but boy is it fun to soft-lock an aggro deck out of the game. The 4 toughness on the Dignitary is a big deal, since a deck like Zoo will have to waste at least 2 burn spells on it since they will ideally have boarded out their Path to Exiles after seeing no creatures except perhaps the lone Sun Titan preboard.

Let me know what you guys think, I'm interested to hear what you all have to say.

Thanks,

Gaints

I posted your list as an example on the OP. Thanks for the contribution.

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@Slipknot: Thanks man, I appreciate you taking the time to include a list in the original post so that people can get an initial idea right off the bat with what we're currently working list. This is by no means saying that my current list is the most optimal (I know it certainly isn't considering that we have to wait until post PT-Philly to see how the metagame shapes up) but still, it's nice to see proper credit given when necessary.

@Ubermegapwnzod: There are a few things about your list that I feel I needed to address, since there are some interesting concepts you touch on but there are immediate problems I see after giving it a twice-over.

1. Bant v. UW: By adding a third color, you are diluting your manabase that much further to accommodate what seems to just be another "cute" element to the deck in Rite of Flourishing + Emrakul approach. While Rite does essentially further your game plan of milling them out, and is a good method of doing so, I just don't feel like the Bant list you posted has enough disruption to prevent aggressive decks from just straight up killing you early game.

2. 4x Cryptic Command: The card is awesome but just 3 for your only counterspells? I don't feel that having 4-of a triple blue card as your only form of permission will do anything against the Wild Nacatls, Tarmogoyfs and Bloodbraid Elves of new Modern once you run out of Fog effects. Currently, it seems you just need Path to Exile and Mana Leak/Rune Snag in order to not die before turn 4 in this format.

3. Card Ratios: Ponder with no shuffle effects? 4 Oblivion Ring post-board? No Jace Belerens? Hindering Light - really? 4x of the UG/WG shock lands and 4x Mystic Gate with no Hallowed Fountains or fetchlands to find them? I mean, it honestly just seems that a lot of your ratios were just 4x (blanks) instead of carefully considered numbers. I would take a second look at a lot of these and considering just exactly what role each of these cards are playing. Also, 21 lands in a control deck? C'mon man! Mono-red barely gets away with 21 lands!

Now, there are a number of things I like that you touched on here that bear equal mentioning:

1. Teferi, Mage of Zhalfir: Post-board, I like having access to Teferi but not in this list since he is, again, another triple blue card in your Bant deck. Granted, you have Utopia Sprawls to help but I feel like those cards are much better suited in a ramp or enchantress style deck.

2. Horizon Canopy: Another card to potentially abuse with Crucible of Worlds and a way of splashing green for cards like Gaddock Teeg post board.

Thanks for posting and let me know what you think. These aren't attempts to be harsh or cruel - just positions that I currently feel are correct.

I really want to try an esper list that way against decks that aren't aggro I can switch out 8-9 cards and become a esper control deck. I did have a bant list back in the day that sideboard a crap ton of counterspells for control.

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Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.

I was actually writing a Primer for Modern Turbo Fog, since I did a Standard one as well. I'll try and have that up some time tomorrow. This is the first time I've noticed this thread.

And I have to say, I disagree with quite a few choices that the decklist has that's listed in the OP. It should be creatureless. One of the ways that we're able to have more advantage over the competition even though we're both drawing the same amount of cards is that we blank all of their removal. And Elspeth is sort of dead in here, I really dislike that choice. Crucible of Worlds does spike my interests though, I may be giving that a try.

I have been play testing quite a few variations of turbo fog in the past week or so. So far the hierarchy of versions (which is better than the others) are as follows:

UWUWB(Splashing black for Batwing Brume and graveyard exile effects like Cranial Extraction, Surgical Extraction, and Memoricide (not all at once)).UWG(Splashing green for ramp effects and land "destruction" like plow under)WBWGWW

I definitely feel that this deck NEEDS blue, as counterspells are the biggest factor in staying alive to get a draw engine set up and get a steady stream of fogs. My 2 cents.

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Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.

I have been play testing quite a few variations of turbo fog in the past week or so. So far the hierarchy of versions (which is better than the others) are as follows:

UWUWB(Splashing black for Batwing Brume and graveyard exile effects like Cranial Extraction, Surgical Extraction, and Memoricide (not all at once)).UWG(Splashing green for ramp effects and land "destruction" like plow under)WBWGWW

I definitely feel that this deck NEEDS blue, as counterspells are the biggest factor in staying alive to get a draw engine set up and get a steady stream of fogs. My 2 cents.

I also feel that blue is very necessary in the build. Beleren and Counters are just awesome. White is also very necessary. So basically we're working with a 2 color deck from there on, or we're splashing a third and making the mana base less stable and having to make cuts on things like Ghost Quarter and Reliquary Tower. I prefer the 2 color myself, but I wouldn't mind giving 3 colors a try. Black and Green seem like the only good options to splash though, I wouldn't consider red really.

Anyone considered Sacred Mesa as an alternate win condition? It's a bit slow, but it will get there given time and can be used to stall out creatures w/o trample if one doesn't want to waste a fog. In my experience it is often better than Luminarch Ascension as you can start making tokens immediately, even if they are much smaller. I also liked the idea of running Time Warp, but it may actually hurt your ability to get a mill win.

Anyone considered Sacred Mesa as an alternate win condition? It's a bit slow, but it will get there given time and can be used to stall out creatures w/o trample if one doesn't want to waste a fog. In my experience it is often better than Luminarch Ascension as you can start making tokens immediately, even if they are much smaller. I also liked the idea of running Time Warp, but it may actually hurt your ability to get a mill win.

That's where a singleton Elixir of Immortality comes in. Or you could run Archive Trap, as the old Standard lists from '09 used to. Time Warp is a great thing in this deck, and I recommend keeping it in.

The only reason to run red is for naya charm, but that would be four color because you absolutely need blue. I think a black splash would help against any control or combo you might face. Also why is ever list not running pollen lullaby and dawn charm? IMO these are the best cards you could ever run. My fog suite would probably be 4 angel song, 4 pollen lullaby, 4 damn charm. Any other fog considered would likely be 1cmc, but these spells are the best IMO.

Also I eldrazi allows you to reset your library just for discarding at your end step. It could also be a win con in a pinch, a 15 mana one lol. What to do about 12 post? Is ensnaring bridge our only real out?

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The only reason to run red is for naya charm, but that would be four color because you absolutely need blue. I think a black splash would help against any control or combo you might face. Also why is ever list not running pollen lullaby and dawn charm? IMO these are the best cards you could ever run. My fog suite would probably be 4 angel song, 4 pollen lullaby, 4 damn charm. Any other fog considered would likely be 1cmc, but these spells are the best IMO.

Also I eldrazi allows you to reset your library just for discarding at your end step. It could also be a win con in a pinch, a 15 mana one lol. What to do about 12 post? Is ensnaring bridge our only real out?

You only actually need 8 Fog effects. I like the 1cmc and 2cmc split in order to get around Chalice of the Void, and to just be able to only have to leave 1 mana open. I think Dawn Charm and Ethereal Haze is the way to go, though I could see an argument for Pollen Lullaby over Dawn Charm.

And I prefer Elixir to Eldrazi, because what happens when you have a Reliquary Tower out and can't discard? And the 5 life actually makes a big difference in many games. And you won't be needing to cast the Eldrazi to win any games.